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Icon Archetype Type.[1]
bard symbol.jpg Barde Magisch
cleric thumb.png Kleriker Magisch
fighter icon.png Kämpfer Physisch
mage thumb.png Magier Magisch
ranger thumb.png Waldläufer Physisch
rogue icon.png Schurke Physisch
Summoner Class.jpg Beschwörer Magisch
tank thumb.png Tank Physisch

In Ashes of Creation wird es das traditionelle Trippel aus den Rollen Tank, DD und Support/Heiler geben.[2][3]

  • Obwohl traditionelle Rollen vorhanden sind, sollten sich die Spieler nicht durch ihren primären Archetypen geprägt fühlen.
  • Die im Klassensystem verfügbaren Fähigkeitserweiterungen ermöglichen es, Charaktere außerhalb ihrer Hauptrolle zu personalisieren.
  • Spieler können auch ihre Wahl des Archetyps verdeutlichen, um ihre Hauptrolle zu stärken.

Balancing

Die 64 Klassen sind in acht primäre Archetypen unterteilt. Das Balancing der aktiven Skills bezieht sich nur auf diese acht primären Archetypen.[4][5]

  • Jedem Archetypen sind vier Gruppen von Erweiterungen zugewiesen. Das Balancing der Erweiterungen bezieht sich auf die vier Erweiterungs-Gruppen von jedem der acht Archetypen.[5]

Even though augments do radically change the way your active skills provide you abilities, there's still a primary focus on the base archetype itself and not the 64 whole classes.[4]Steven Sharif

We're not really talking about 64 true classes, we're talking about eight classes with 64 variants... There isn't as much variance between the 64 classes as you might expect. It's not like there are you know 64 different versions of... radically different classes.[4]Jeffrey Bard

Balancing in Ashes of Creation wird auf Gruppen ausgerichtet sein und nicht auf 1v1 Kämpfe.[4][6]

There will be match ups in 1v1s where one class will be superior to another; and that application should be a rock-paper-scissors dynamic. We want there to be counter-play between the different classes... Instead it's going to be a group focused balance, where as long as you have the diversity of classes present, that's going to be an equal level playing field. It's going to be very dependent on skill and strategy.[6]Steven Sharif

Bestimmte sekundäre Archetypen können die Lücke zu ihrem Konter schließen.[7]

Certain archetypes are capable of moving the gap between their counterpart per-se. If I am a Tank archetype and a Mage is my counter, I can take a Mage secondary and kind of bridge the divide slightly; and then move my identity that direction ever so slightly.[7]Steven Sharif

Der Alpha 1 Test ist primär auf die Kernfunktionalität fokussiert, anstatt auf das Balancing des Kampfsystems .[8]

Klassenfähigkeiten

Primäre Fähigkeiten (Klassenfähigkeiten) basieren auf dem Archetyp eines Spielers.[10] Spieler können ihre primären Fähigkeiten durch die Ergänzung um einen sekundären Archetyp (Sekundärklasse) personalisieren.[10][11]

  • Die Wahl des gleichen primären und sekundären Archetyps erhöht die Betonung auf diesen Archetyp.[12]
  • Jede Fertigkeit im Primärbaum hat mindestens vier Erweiterungsmöglichkeiten aus dem Sekundärbaum.[13]
  • In Bezug auf den Fähigkeitsfortschritt können die Spieler wählen, ob sie in die Breite gehen und eine Reihe von verschiedenen Fähigkeiten erwerben wollen oder ob sie vertieft auf einige spezifische Fähigkeiten eingehen wollen.[14]
  • Das Ändern der Fertigkeitserweiterungen erfordert, dass der Spieler zu einem NSC in einem Dorf-Knotenpunkt oder höher geht.[15]
  • Aktive Fähigkeiten können nach der Anwendung einer Erweiterung völlig anders aussehen.[16]

You only get active skills from your primary class and that active skill could look totally different after an augment gets applied. It really depends on what the augment is.[16]Steven Sharif

Key for the augment system is that these augments are meant to demonstrate a core identity of the secondary class type you've chosen. So if from the eight archetypes whatever you choose as your secondary, you're going to receive a choice of augments that relate to some core ideal of that class. You know like a tank is about controlling the battlefield, is about surviving. The mage is about dealing damage and elements and ability in AoEs. The rogue is going to be about stealth and critical damage. So those augments are going to to play towards those identities.[17]Steven Sharif

The idea behind the system is that you're kind of skirting the line through these augmentations of your role, right. We have the traditional holy trinity that's present in class designs for MMOs and it's often that those either are not deviated at all or completely deviated from entirely. The augment is to kind of offer a balance between that where you still maintain the semblance of that trinity system while offering the opportunity to customize your play experience towards one of the other angles in the triangle.[18]Steven Sharif

Talentpunkte

Alpha-1 Vorschau der Talent Benutzeroberfläche.[19]

This is where players allocate skill points into either their active skills, their passive abilities- which can augment their usage of weapons and armors and health regeneration and passive stats and stuff like that-- but on the weapons side of things, that's where you will spec into certain types of procs based off of weapon groupings. So we've talked a little bit about this in the past: If you have a dagger, daggers might have a chance to proc a bleed on your weapon attack and that would synergize with an active skills' ability like let's say Backstab that does additional damage if the target is under a bleed effect. Now we have said in the past that players will be able to allocate skill points into their active skills that are more geared towards either action combat or tab targeting.[20]Steven Sharif

Spieler erhalten Talentpunkte wenn sie im Level aufsteigen. Diese können genutzt werden um Aktive, Passive oder Kampf/Waffen- Talentbäume zu erlernen/verbessern.[21][22][23][24]

Making active skills capable of receiving additional skill point allocations and unlocking additional features so that from a player agency standpoint it's going to be up to you whether or not you want to be more diverse but less depth- wider and not taller, in some of these skill choices. Or if you want to be very very tall, that's going to be something that is up to the player in that regard.[27]Steven Sharif

Best-in-slot items

Meta

Die Effektivität von Klassen, Fähigkeiten und Ausrüstung hängt vom Gegner oder den verschiedenen Arten von Begegnungen ab. Es wird optimale Ausrüstungssets für verschiedene Herausforderungen und Schwierigkeitsgrade geben. Dieses Design zielt darauf ab, offensichtliche Meta- oder Standard-Builds in Ashes of Creation zu vermeiden.​[32]

  • Erhöhte Schwierigkeitsgrade fördern einen eher traditionellen vertikalen Stärke-Fortschritt, wie er in den meisten anderen MMOs zu sehen ist.[32]

Oftentimes you just have a very vertical power scale and that determines chase, but when you have a variety of relevance across certain types of adversaries and that variety changes over time because of player activity- and then that affects the economy and the crafter system and who was producing what for what demand- and everything gets shaken up. That's a very kind of fun environment to exist in. It presents a more dynamic situation rather than a quote-unquote cookie-cutter type selection.[32]Steven Sharif

Ashes of Creation Apocalypse class kits

Six classes will be present in Ashes of Creation Apocalypse castle sieges and Ashes of Creation Apocalypse horde mode.[33]

These classes relate to the trinity of classes: Tank, DPS and Support.[33][34]

  • Skills/abilities are not tied specifically to weapons in castle siege mode.[35]
    • It was previously stated that weapon skills are applied to augment a class' base skills.[36]
  • Base class skills may be able to be selected from a host of available skills for that class based on a player's progression within that season.[36][37]

We had a little bit of an idea that we're going to explore with regards to each of the classes having a range of skills and abilities that players can customize that skill kit based on their progression within a season, let's say; and that progression can be gained from any of the modes and it would grant you the ability to kind of customize that skill kit for the before the siege mode or the horde mode. But that's something that might come at a later date.[37]Steven Sharif

Ashes of Creation Apocalypse classes only apply to Ashes of Creation Apocalypse castle sieges and Ashes of Creation Apocalypse horde mode.[38]

Ashes of Creation Apocalypse healing

Healing in Ashes of Creation Apocalypse will be reticle based (action targeted).[39]

We have a few design theories on action combat and healing to began with phase one. Part of that will be the implementation of a class system into the castle siege and horde mode of phase one. Those will be kits that play out as skills available from an action perspective. You'll be able to target in proximity, basically so positioning is going to matter. Importantly, for healers being close to the individual party members you wish to heal. Additionally, you'll have reticle based healing methods. This would be a template that could be launched in that direction as a pulse of heels or augments. So there's a lot of different systems are playing with that you'll see more of when we get to those when we get to the castle siege system and the Ashes of Creation Apocalypse horde mode.[39]Steven Sharif

Siehe auch

Einzelnachweise

  1. Interview, 2020-07-29 (49:53).
  2. Blog: Gruppen Dynamik
  3. Liveübertragung, 22. Mai 2017 (46:04).
  4. 4.0 4.1 4.2 4.3 Liveübertragung, 2020-10-30 (33:26).
  5. 5.0 5.1 Interview, 2018-10-20 (2:40:17).
  6. 6.0 6.1 6.2 Podcast, 2018-04-23 (59:28).
  7. 7.0 7.1 Podcast, 2018-04-23 (1:01:01).
  8. Liveübertragung, 2021-05-28 (1:13:05).
  9. Video, 7. Februar 2017 (0:02).
  10. 10.0 10.1 progression.png
  11. class secondary.png
  12. class same.png
  13. Liveübertragung, 9. Februar 2018 (41:56).
  14. Liveübertragung, 2017-11-16 (30:02).
  15. Liveübertragung, 8. April 2018 (PM) (20:45).
  16. 16.0 16.1 Interview, 11. Mai 2018 (53:15).
  17. Liveübertragung, 16. Oktober 2017 (1:00:44).
  18. Interview, 2018-08-08 (22:27).
  19. Liveübertragung, 2021-06-25 (23:08).
  20. Liveübertragung, 2020-08-28 (1:12:50).
  21. Interview, 2020-07-29 (55:44).
  22. Interview, 2020-07-19 (53:59).
  23. Interview, 2020-07-18 (1:07:51).
  24. 24.0 24.1 Liveübertragung, 2017-07-28 (19:05).
  25. Liveübertragung, 2017-11-16 (30:02).
  26. Interview, 2020-07-29 (54:44).
  27. Liveübertragung, 2020-08-28 (1:19:24).
  28. Liveübertragung, 2022-06-30 (1:18:55).
  29. Liveübertragung, 2017-05-10 (14:45).
  30. Liveübertragung, 2020-05-29 (1:33:11).
  31. Liveübertragung, 2022-03-31 (1:19:41).
  32. 32.0 32.1 32.2 32.3 Podcast, 2021-04-11 (54:35).
  33. 33.0 33.1 33.2 Liveübertragung, 2019-01-11 (41:20).
  34. Interview, 2018-10-20 (11:38).
  35. Liveübertragung, 2019-11-22 (59:37).
  36. 36.0 36.1 36.2 Interview, 2018-08-17 (8:16).
  37. 37.0 37.1 Liveübertragung, 2019-01-11 (58:40).
  38. Reddit Q&A, 2019-01-8.
  39. 39.0 39.1 Interview, 2018-08-08 (19:40).
  40. 40.0 40.1 Interview, 2018-08-17 (12:05).
  41. 41.0 41.1 Interview, 2018-12-06 (2:04).